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AD&D 1st Edition House Rules
Gods of Koth - Feyal
Gods of Koth - Koth the All Father
Gods of Koth - Velthyr the Lord of Order
Kingdom of Velthyr
Koth Campaign - Clerics
Koth Campaign - Druids
Overview of Koth
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AD&D 1st Edition House Rules
These rules will suppliment the existing AD&D 1st Edition rules found in the Player's Handbook, DM's Guide, Unearthed Arcana and the two Survival Guides.
The changes are intended to strengthen the 1st Edition rule set to make it more compatible with the world of Koth.
Character Creation Method
4D6 drop the lowest die. Assign as desired. 5 bonus points to assign after.
1st point added to a stat costs 1 bonus point
2nd point added to a stat costs 1 bonus point
3rd point added to a stat costs 2 bonus points
Players cannot add more than 3 points to any stat
Racial bonuses apply after. If the player doesn’t have the stats required for the class they wish to play, they are allowed to discard the stats in favor of re-rolling. This can be done ONCE per character but only if they don’t meet the minimums (i.e. Monk, Ranger, Paladin). If they fail the 2nd time to roll sufficiently for the class they want, they are required to select another class.
Note: Bonus points should be allocated not to min-max a character but in the interests of role-playing and character background.
We will not be using the crazy Unearthed Arcana method to generate super-characters. It’s a tribute to your roleplaying ability if you can properly play a weakling fighter type who is mostly comic relief and very little ‘Conan’!
Players will have a 1on1 session with the DM to create their characters as well as a back story that ties them to the game world. Players will have the choice to play anything they like and rules can (and will) be adjusted to compensate to some degree. At the core of this however will be the underlying story which will dictate some of a character’s history. It is important for fun gameplay for players to have characters they enjoy. Each character will have a role in the game world.
DEATH of a CHARACTER is very possible in the game (and actually quite likely – this will be like GAME OF THRONES people, not LOTR!) so it is recommended that an ALTERNATE character be created as well as a primary. In the event that the primary character dies, the alternate can be integrated into the story to allow that player to continue in the game.
Elves cannot be Cavaliers. Cavaliers are only found in the Kingdom of Velthyr
Hill dwarves can be Rangers
There are no Monks in the Koth campaign world
Halflings can be Bards
Class-Race Level Limits
All level limits are increased by 4 (not 2) if the character is single classed. I.e. Dwarves can rise to level 15 clerics with 18 Wisdom.
For purposes of multi-class characters, increase all values by 2 for level limits
Hill Dwarves (all) can level up to the same Ranger level as they can Fighter level
Half-Orcs have no level limits as Fighters
Gnomes have no level limits as Illusionists
Gray/High elves have no level limits as Magic-users
Wood Elves have no level limits as Rangers
Half-Elves have no level limits as Rangers
Halflings have no level limits as Druids
Starting Hit Points
All Characters start with MAX hit points for first level + CON bonus. After that a die roll is used to determine HP gain.
Any cleric spell can be exchanged at will for a healing spell of the same level
Magic User Spell Change
Any Magic-User/illusionist 1st level spell can be exchanged at will for a cantrip
All Classes except Cavaliers and Paladins may use poison. Non thief/assassin classes that use poison will risk having the poison affect them (based on dex/int rolls)
Clerics: Armor Shield Weapons
Koth Chain only Yes Any blunt
Velthyr Up to Plate Yes Any blunt, sword, crossbow
Skorus Up to Plate Yes Any edged or spiked weapon
Feyal Up to Studded Leather Wood Only Any wood or natural weapon
Ceynat Up to Studded Leather No Any small/medium – and they dual wield
Any cleric using a weapon not ok with their Deity will result in loss of all spells for the day.
All classes may use a small crossbow at no penalty except clerics under weapon restrictions.
Mages can wear ‘Combat Robes’ that are equal to leather armor, but they must have them specially designed
Koth: Any good
Velthyr: Lawful good, Lawful Neutral
Skorus: Chaotic Evil, Neutral Evil
Feyal: Any Neutral
Ceynat: Any Evil
Barbarians worship spirit creatures (Wolf, Bear) and can be of any alignment except Lawful
All druids revere ‘nature/Gaia’ as a divine power and pay homage to Feyal
There are no alignment languages.
Benefits of Intelligence for All Classes
Int 14-15 +1 weapon/non-weapon proficiency slots at first level
Int 16-17 +2 weapon/non-weapon proficiency slots at first level
Int 18+ +3 weapon/non-weapon proficiency slots at first level
Weapon Specialization Changes
A fighter with 16 intelligence would have 6 weapon slots at 1st level. They could at that time select
Axe Specialization (2 slots)
Dual Wield Specialization (2 slots) and have 2 slots left over.
All weapon specialization must be set at level 1. After that they can double specialize. Effectively the fighter could then Double Specialize Axe and Dual wield at this point as well using his last 2 points.
A ranger is a little more limited. With 16 intelligence he/she would have 5 weapon specialization points.
1 point for bow
2 points for bow specialization
At this point the ranger would have to spend the other points on melee weapons but not dual wield as they would not have enough points. By level 4 they have to have bow, axe or spear, dagger and sword skills. Once initial specializations are set a ranger is required to invest their future weapon proficiencies in this manner.
So with 5 total a ranger can pick a specialization at level 1 (bow) and then has to pick sword, axe. At level 4 he/she would be required to pick dagger.
However with sufficient points at level 1, a ranger could select two specializations. With 5 points for example:
Sword Spec (2)
Dual wield Spec(2)
Dual Wield Double Spec (1)
then at level 4, the ranger would be required to take dagger. Level 8 – Spear or Axe, and all 4 weapons are covered.
A really smart ranger would start with 6 points and could:
Dual Wield (2)
This is the only way a ranger could get both bow and dual wield specializations.
Additional Shield Rules
Small wooden shields /Buckler+1 AC
Large wooden shields +2 AC, -1 Attack
Small Shield + 1 AC
Large Shield +2 AC, -1 Attack, Max Dex bonus +2 AC (must be human sized or dwarf)
Tower Shield +3 AC, -2 Attack, Max Dex bonus +1 AC (must be human sized)
Bucklers may be used with two handed weapons at -1 to attack
Small Shields/Bucklers do 1d4 damage if used to attack. Dual wield penalties apply
Large Shields/Tower Shields do 1d6 damage if used to attack. Dual wield penalties apply
Fighters/Rangers can select “shield specialization” and gain +1 AC from all shields used. This applies to frontal attacks only)
Shield specialization requires two proficiency slots.
If fighters/rangers select “shield specialization” twice, they gain +2 AC from all shields used (except bucklers) and gain +1 additional AC against missile attacks. Double specialization of shields removes the -1 attack penalty issued for strapping a buckler to your forearm and using a 2H weapon. The maximum AC bonus for any buckler is +1 with a bonus of +1 (+2 max) for specialization.
Dual Wield Rules:
Dual wielding is done at -2 attack on main hand, -4 attack on off-hand if the off-hand weapon is small
If not it moves to -3, -6
Fighters/Rangers can select a ‘dual wield’ specialization. If they do this once they are at -1, -2 and the off-hand weapon is small. If not it moves to -2, -4
Dual wield specialization requires two proficiency slots and cannot be taken without at least one small/medium weapon proficiency (three slots total)
If they specialize in dual wield twice (double specialization) they reduce the penalty to 0,-1 if the off-hand weapon is small and 0,-2 if the off-hand weapon is not small.
Small include, Dagger, Shortsword, Light mace etc. if the character is human sized or dwarf. If the character is gnome or Halfling, small would be daggers, knives etc.
There are no psionics in this game world at this time. This may change or consideration may be given to a player who REALLY wants to delve into this gameplay but initially this is no part of the story
Magic items and money will not award experience points.
Experience Points (XP) will be awarded for all combat (lethal and non-lethal) as well as awarded as a bonus for quest completion. Storyline quests will result in larger XP bonuses than simple sideline quests.
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